FAUX HDR opengl ES 2.0 shader algorithm

I'm trying to create a GLSL shader to produce the FAUX HDR effect also known as FAKE HDR, (not to confuse with normal HDR where 3 images with different exposures are combined). I need to create it in a single shader algorithm and not multiple shaders with different passes.

The idea is to achieve images such as in the next links, where the image has high local micro-contrast and intense colors, with mostly important a holo white aura around some edges.